We describe a new approach to the behaviour of 3D environments that supports the definition of physical processes and interactive phenomena. The work takes as a starting point the traditional event-based architecture that underlies most game engines. These systems discretise the environments' Physics by separating the objects' kinematics from the physical processes corresponding to objects interactions. This property has been used to insert a new behavioural layer, which implements AI-based simulation techniques. We introduce the rationale behind AI-based simulation and the techniques we use for qualitative Physics, as well as a new approach to world behaviour based on the induction of causal impressions. This is illustrated through several examples on a test environment. This approach has implications for the definition of complex world behaviour or non-standard physics, as required in creative applications.
|Title of host publication||Entertainment Computing|
|Subtitle of host publication||ICEC 2004|
|Publication status||Published - 2004|
|Event||Entertainment Computing – 3rd International Conference - Eindhoven, Netherlands|
Duration: 1 Sep 2004 → 3 Sep 2004
Conference number: 3rd
|Name||Lecture notes in computer science|
|Conference||Entertainment Computing – 3rd International Conference|
|Abbreviated title||ICEC 2004|
|Period||1/09/04 → 3/09/04|
Bibliographical noteAuthor can archive post-print (ie final draft post-refereeing).
Cavazza, M., Hartley, S., Lugrin, J-L., Libardi, P., & Le Bras, M. (2004). New behavioural approaches for virtual environments. In M. Rauterberg (Ed.), Entertainment Computing: ICEC 2004 (pp. 29-48). (Lecture notes in computer science; Vol. 3166). Springer Berlin. https://doi.org/10.1007/978-3-540-28643-1_6